Need help with EPS (Extreme Player Stupidity)

Uhh... Ok so suddenly the cultists turn into blood thirsty savages?

Cultists hunt down party and then start talking.... if the party can see the lone miscreant so can the NPCs.

Given "polite but insane" cultists you have a wide latitude...

Sure, maybe if push comes to shove the cultists will assault and kill everyone but more interesting possibilities arise from talking...

1> Perhaps the priests realize this is an opportunity to ENLIGHTEN the misguided thief... maybe they will allow bygones to be bygones and cut whatever "loan you the piece" deal they were already inclined if the thief makes amends...

He stays with them in service for a week...

He endures one of their tests of character, which for a looney bunch can be more embarrassing than deadly...

He gives up a valued item of his own as payback for the theft (akin to triple the value on a bum check)...

He must submit to "roo roo"...

use your imagination.

he can still be taught a lesson in cooperation AND the party can make their decision as to whether to "encourage" him to make amends if only "for the party" or whether they are gonna fight unnecessary battles to the death for every lame brained stunt...

frankly it sounds like a wonderful growing moment for the party.
 

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Calling them "extremely stupid" in this instance is a little overboard. Stealing the piece should have been an option that you as GM considered. If you didn't, then there's no call to punish your players for "creative thinking".

Here's what I would do;

Have the Cultists chase the thief. Insanely so, singlemindedly. At the same time, have them interact with the other characters, especially the one who was 'friendly' with them, making it clear that they only want the thief. They want him, but if the others get in the way...they'll be considered enemies too. "We only want Joe, but if you try to stop us, we'll kill you all." They don't have to be entirely rational. They can ignore *some* help by the party, all the while warning them not to keep helping Joe the Thief escape.

Single minded pursuit of ONE guy, ignoring almost all help from the others unless it becomes absolutely necessary for them to fight the entire group. At which point they lose all remnants of sanity and go berzerker on everyone.

This should provide the necessary lessons to your players.
 

The cultists were actually waiting for a prophesied "stealer of the sign" and now need to capture the thief and throw him into a special area to see if he can fulfill the second part of the prophecy:

"He shall abscond with the broken symbol and the people will be much angered, yet thou shalt rejoice when his nature is revealed/He shall pass unharmed through the belly of the serpent!"

They don't want to kill him, they just want to see if he can get swallowed by a dragon and live. Simple.
 

Hmm, nice idea, Chimera (no pun). This one might work after all, it gives the players a fair chance. I have been tinking with the idea that the cultists have important info for the characters, and if they attack or kill them they will never get it. Offers some nice roleplaying opportunities after all. Or they want the players to lead them out the maze (after all it's all their fault, they angered the Lady!). Should they do that then they are in problems too, back in Sigil the cultists begin to praise the Lady again, which will get the entire party flayed...
 

how many people are in yoru party?

what you can do is have them run around the maze for a lil bit, and then have them make a listen check- DC 10.

They hear in the background, "they couldn't have gotten far... you- take three and search that way, You three, follow me."

Then when they encounter the group, it is 4 NPC vs your group- should be a fair fight.

If they still lose- then that is their fault.

If they win, have them rest a day (or not) and then encounter the other four guys...

Or you can have the other four guys catch up one by one (adding to the original group of four)
 

These cultists are nuts, right? So they probably won't use good tactics. Since they're chasing the PC's through a maze, have them split up at each intersection if they don't know which way the PCs went. Soon you'll have 8 individual cultists wandering the maze looking for blood. And while together they would be tough, individually they're just a series of very easy challenges. To make it more fun, you can let the PCs lose them and have them show up at inconvenient times through the rest of the adventure, such as during delicate negotiations, crossing a narrow bridge, trying to circumvent a trap, or running from something big'n'nasty.
 

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